Fight or flight

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When something Frightening happens, a character must make a Will save against a DC equal to that event's Frightening value. If the character fails, they must perform their Fear Response. At the end of each of the character’s turns, they may roll a Will save again to stop their Fear Response, with the same Frightening value. Frightening things are [ Fear ] effects.

Fear Response

Run: Move as quickly as possible away from the creature or event that caused the Will save.
Frenzy: Approach the creature or object that caused the Will save and attack it as aggressively as possible.
Hide: Run out of sight of the creature or event that caused the Will save, take cover, and cower.
Freeze: Delay with Standard, Move, AND Minor actions.